#version 450 core

//layout(depth_less) out float gl_FragDepth;

in vec3 fragPos;
in vec2 fragUv;
out vec4 color;

uniform vec4 uColor;

void main() {
    //if ( fragUv.x > 0.01f && fragUv.y > 0.01f && fragUv.x < 0.99f && fragUv.y < 0.99f) discard;

    //gl_FragDepth = gl_FragCoord.z - 0.00001f;
    color = uColor;
}